I won't do Timo a disservice by quoting one fragment of this essay; it's one of those lovely pieces of writing where not a word is wasted, where it all builds an argument, and you should just read the whole thing. Lots of topics I've been touching on in recent years, in part because of my time at Berg, and the designers who are my friends and peers. This is what needs to be beaten into the world, a little; the way to beat it in is to build it in, through our work and products. I should work on that more.

"This is just an image dump of marvel approved stills and screenshots of my work on the film. I'll do a proper post soon - this is a fraction of the work - But I had the distinct pleasure of working with Cantina Creative, leading the design of the glass screens for the Helicarier in the Avengers. I also led the design and animation of the all new and upgraded Mark VII Hud...

Included are some partial explanations of how the HUD diagnostic functions
Variations of it in 'all clear' mode, and a 'battle mode', after the suit has suffered damage and new windows have popped up to show depleted weapon stores and hazardous environmentals and general.

The flight menu was designed with input from an A-10 Fighter Pilot. I like to keep my stuff accurate.

I start all designs on paper so I included some ideas for the dock icons. In the final icons, the more detailed versions show system status based on the way they animate."

Lots of lovely detail in the work on all the fictional UI in the Avengers - looking forward to it being unpacked.

"Briefs is a framework for packaging concept screens & control schemes that run live on the iPhone and iPod Touch. This allows you to experience the feel of your concept without the expense of development." Ooh.

"Flicking over to the old graphics — and I, for one, found it almost impossible not to do so on every screen — shows you the game as you originally experienced it, and it looks completely different. Suddenly you remember the old imagery too. Conceptual memory gives way to visual memory, in a clear illustration of how the mind functions on different levels. It’s an odd experience, first thinking you recognise something, then discovering that the original was in fact quite different, but that you now remember that too, as additional detail. In one way it’s a contradiction, and in another it’s sharper focus." Emmett on the Monkey Island remake, and the ability to dynamically swap between old and new interfaces.

Seriously, the UI customisation that some players go through amazes me. And yet: the level of customisation possible also amazes me. There's some good stuff in here not just on customising your UI, but also making it look functional and useful; UI design is still possible in the sea of plugins.

"The buttons are designed to look very similar to basic HTML input buttons. But they can handle multiple interactions with one basic design. The buttons we’re using are imageless, and they’re created entirely using HTML and CSS, plus some JavaScript to manage the behavior." Dark, dark voodoo, but very impressive - and excellently explained by Doug Bowman. It's nice to see Doug blogging again.

"Herzog Zwei was a lot of fun, but I have to say the other inspiration for Dune II was the Mac software interface. The whole design/interface dynamics of mouse clicking and selecting desktop items got me thinking, ‘Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!" Brett Sperry, of Westwood, on the making of Dune II. Via Offworld.

"IE 6 is a riskier proposition, but can show improved image resizing when the AlphaImageLoader CSS filter is applied, the same filter commonly used for properly displaying PNGs with alpha transparency." Oh, that's interesting.

Cultured Code do a large behind-the-scenes look at how they designed their Things iPhone UI. Lots of detail, lots of working shown. Even if you don't agree with the choices they made, it's excellent to see somebody sharing at this level of detail.

There are no software applications in the traditional sense... The laptop focuses children around "activities." This is more than a new naming convention; it represents an intrinsic quality of the learning experience we hope the children will have"

"...nowadays people are turning to cheap if not free alternatives such as the LAMP stack. Couple this with the low cost of hosting and bandwidth, and companies can focus their money on delivering what is most important – software that differentiates the

Impressive; NNW 2.1 can sort feeds by the attention you pay them. This is the real impact of the attention economy - not securitizing it, not monetizing it, just using attention as a resource like anything else, and making your tools better as a result